[Grant Proposal] Bodyguards — Content Development
| Project | Bodyguards |
| Category | Content Development — Mobile-first experiences |
| Funding request | $10000 |
About the applicant
| Applicant | Small Studio/Collective |
| Name | De Gaetano Pixel Solutions |
| Forum | @fabiodegaetano |
| Country | Switzerland |
| Website | Join Venture: Hellvetya and Impossible Studio |
| Socials | x.com/hellvetya · x.com/impssbl_studio |
The team
Team size: 8
I am a very passionate DCL user who without particular technical skills demonstrates a slow but steady growth in the DCL environment. I run events, participation in official DCL programs, I am involved in the creation of simple games and I have an internal team of users who are at least as passionate as me, with whom I run the management. My team and me own only a part of what is needed to give life to a project that would otherwise remain only interesting, I looked for a joint venture with Impossible Studio (with whom I have already had excellent collaborations) to find the part that makes my project not only interesting but also feasible.
Skills & expertise:
DE GAETANO PIXEL SOLUTIONS Fabio De Gaetano: Project Owner-Head Director Mafer: Management & Communication, game tester Bitalik: Build & Coding Advisor, game tester Kara Sama: Gameplay & Mechanics Advisor, game tester IMPOSSIBLE STUDIO Lazaro: Head of Development Mafin: 3D Modeling and animations and UI Collaborator 1: Code Developer Collaborator 2: 3D Modeling and animations
DCL experience
Relationship with Decentraland: My team has already built in Decentraland
Prior Decentraland work:
DE GAETANO PIXEL SOLUTIONS TURN IT UP open call project (Escort the VIP, under development until 19th of May) IMPOSSIBLE STUDIO Art Week - Bloomin project Music Festival - Newtro Art Chiri Impossible Dimension Cozy House Template - Decentraland
Why build for Decentraland?
Human: Because I am a pure Decentralander, I focus only in DCL and not elsewhere. Decentraland is my place, the environment where I spent all my available time. Tech: This project focuses on delivering a lightweight, replayable multiplayer experience aligned with Decentraland’s mobile expansion.
Prior similar work:
De Gaetano Pixel Solutions: TURN IT UP open call - Escort The VIP game experience (Deliver estimated: 19th of May)
Links: De Gaetano Pixel Solutions: Escort The VIP (under development, ready for 19th of May)
Confidence in 90-day delivery: Very confident
The project
What is Bodyguards?
BODYGUARDS is a mobile-first PvP experience in Decentraland where two teams interact around a single dynamic objective: a reactive VIP. One team escorts the VIP while the other attempts to intercept and eliminate it. The VIP is an NPC that reacts to danger through a panic system, constantly shifting behavior and creating unpredictable situations. The experience is built around proximity-based interactions instead of complex inputs, making it accessible on mobile devices. Players naturally converge around the VIP, generating fast, chaotic matches that are easy to understand both for players and spectators.
How does this embody the Mobile-first experiences theme?
This project focuses on delivering a lightweight, replayable multiplayer experience aligned with Decentraland’s mobile expansion. Mobile-first design ● No complex inputs (auto-combat and triggers by proximity systems activation) ● Optimized for touch and low-performance devices This experience is designed for: ● Mobile users entering Decentraland for the first time ● Casual players looking for short, social gameplay sessions ● Users who prefer low-complexity controls and immediate interaction Social gameplay ● Multiplayer PvP with constant player convergence ● Short sections - replay addiction ● Readable from spectator perspective Replayable content ● Dynamic map changes ● Randomized interactions
What will users do?
Players join short PvP matches (2–8 players) and are assigned to one of two roles: ● Bodyguards escort the VIP ● Haters hunt and intercept the VIP Core loop: ● Players move through a maze and a building, using a UI indicator to locate the VIP. ● When players get close, combat is triggered automatically through proximity, removing the need for complex controls. ● When the VIP is attacked, it enters escalating panic levels, changing behavior and forcing players to react dynamically. Players can also: ● Trigger throwable objects by touching them, automatically targeting enemies ● Activate hidden buttons that reconfigure the map (doors, routes, access points)
Who is this for?
This experience is designed for: ● Mobile users entering Decentraland for the first time ● Casual players looking for short, social gameplay sessions ● Users who prefer low-complexity controls and immediate interaction It is especially valuable for users who may feel overwhelmed by complex interfaces, as the game relies on proximity and intuitive mechanics instead of manual inputs.
Why would this improve Decentraland?
BODYGUARDS addresses key ecosystem needs: ● Mobile-first gameplay: Designed specifically for touch devices with minimal input complexity ● Fast onboarding: Simple mechanics make it easy to understand within seconds ● Social interaction: Players naturally converge around a shared objective ● Replayability: Dynamic map changes and reactive AI create variability every match ● Spectator readability: The gameplay is easy to follow, even without playing This contributes to retention by offering a lightweight, accessible multiplayer experience that can run consistently across devices.
Based on an existing experience: My original concept
Deliverables (90 days)
A fully playable multiplayer experience deployed in Decentraland, including: ● Functional PvP matches (2–8 players) ● Proximity-based combat system ● VIP system with 3 panic levels ● UI-based VIP tracking system ● Throwable object mechanic ● Dynamic map system (interactive buttons affecting layout) ● Mobile-optimized performance and controls ● Stable multiplayer synchronization ● Basic sound feedback linked to VIP states The final delivery will be a public, mobile-compatible experience ready for users.
Success metrics
To measure the success of BODYGUARDS, KPIs should focus on the project’s core pillars: mobile accessibility, social engagement, and replayability. 1. Technical & Mobile Performance ● Mobile-to-Desktop Ratio: Tracks the percentage of players using the Decentraland mobile app to validate the primary “mobile-first” target audience. ● Average FPS & Crash Rate: Ensures the lightweight architecture actually runs smoothly on low-performance and touch devices. 2. Social Engagement & Retention ● Matches per Session: Evaluates the success of the “fast social gameplay loops” by tracking how many consecutive rounds users play. ● Player Retention: Validates the “high replayability” created by the dynamic map changes and randomized interactions. ● Spectator-to-Player Ratio: Measures how many users stay in the scene just to watch, validating that the PvP is highly readable from a spectator perspective. 3. Gameplay Validation ● Match Completion Rate: Tracks the percentage of games that reach a natural conclusion (VIP escorted or eliminated) to ensure players aren’t dropping out mid-game. ● Mechanics Engagement: Measures how often players use the auto-target throwables or hit dynamic map buttons, proving the “no complex inputs” design works as intended. Success means proving that a mobile-friendly PvP loop is understandable, playable, and replayable in Decentraland.
Budget — $10000
Concept and Innovation ● Development of the core idea ● Market research ● Adaptation of the concept to gameplay ● Definition of innovative elements that differentiate the product Game Design ● Creation of structured documentation for developer ● Game Design Document (GDD) ● Technical Design Document (TDD) ● Roadmap (essential for team alignment and risk reduction) Engineering ● Proximity system ● VIP logic (panic + follow) ● Multiplayer sync ● Throwable system ● Dynamic map system Game Design & System Balancing ● Core loop tuning ● Panic system balancing ● Match pacing ● Iteration after testing UI / UX (Mobile First) ● VIP proximity indicator ● Basic HUD ● Mobile readability ● Interaction feedback Testing & Optimization (Critical for Regenesis/mobile focus) ● Mobile performance testing ● Bug fixing cycles ● FPS and load optimization ● Multiplayer stability checks Deployment & Iteration (Often underestimated) ● Scene deployment ● Live fixes ● Minor updates after release Project Management ● Team coordination ● Milestone management ● Communication ● Quality control Legal and bureaucratic costs in Switzerland ● Operational and Administrative ● Business and Administrative Management
Other funding sources: None
Milestones
Month 1 — Core Systems ● Scene setup ● Player movement and spawning ● Proximity detection ● Basic combat ● Initial VIP behavior
Playable prototype Month 2 — Gameplay Systems ● Full VIP panic system ● UI tracking system ● Throwable mechanics ● Dynamic map interactions
Complete gameplay loop Month 3 — Polish & Deployment ● Mobile optimization ● UI refinement ● Multiplayer stability ● Sound feedback ● Testing and bug fixing
Public release in Decentraland
Links
| Resource | Link |
|---|---|
| Visual overview | drive.google.com/file/d/10utFi-5AwBg9wv4nq1IrG-bWpkqEtUTy/view?usp=sharing |
| Technical documentation | drive.google.com/file/d/166Vz75acWAaB8NrdcQaPdLdiMB5Uw-Dh/view?usp=sharing |
The project will be supported by strong exposure on Hellvetya’s social media and platforms (Website-X-Facebook-Instagram-TikTok-Youtube-Twitch-Discord)
This proposal is being evaluated by the Grants Agents. Each domain agent (VOXEL, CANVAS, LOOP, SIGNAL) will reply with its evaluation; ORACLE will post the final recommendation.
Proposal ID: 2026-04-27-oswo · Title: Bodyguards — Content Development




